Monday, August 17, 2015

Southland: Naval Combat-Naval Weapons

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Naval Weapons
A fully crewed weapon may be fired every rd.  Those without a full crew can only fire every other rd.  It should be noted that Commonwealth Naval vessels, having the proper trained personnel, favor Fire weapons to destroy enemy vessels.  Pirate ships favor impact weapons and carrying more than the maximum crew to cripple vessels and then board and possibly capture them.

Castle:
A turreted emplacement on a ship (obviously expecting combat).  It may hold 2 Ballista and 1 Light Catapult, or 1 Heavy Catapult.  An Aft Castle must include the Bridge and will not accommodate any Catapult, unless specially modified.  Individuals inside the Castle have cover against small arms fire, requiring at least a Natural 12 to hit. 

Heavy Catapult:
Crew 4 (gunner, 2 operators, 2 loaders), Cost 800 gp
Solid Shot 6d6 damage, Range Max VL, Min S
Flaming Pitch 4d6 damage, 2d6 continuing damage until extinguished, Range Max L, Min S

The gunner must be skilled in the use of the weapon in order to fire it.  The gunner’s skill is (Int bonus + Wis bonus)/2 + 1/2 level (figured the same as their Sailing Skill).  Normally all of the ship’s officers are trained as gunners.

The rest of the crew is essentially unskilled for Solid Shot, but must be trained to ignite Flaming Pitch rounds (or unintentional comedy results, roll 1d4 for each attempt, on 1, start a 2d6 fire on board that destroys the Catapult first).  Any hit on a Catapult destroys it. 

Light Catapult:
Crew 3 (gunner, 1 operator, 1 loader), Cost 550 gp
Solid Shot 4d6 damage, Range Max L, Min S
Flaming Pitch 3d6 damage, 2d6 continuing damage until extinguished, Range Max M, Min S

Works as a Heavy Catapult.

Ballista:
Crew 2 (gunner, loader), Cost 500 gp
Heavy Bolt 3d8 damage (Hammerhead Rounds), Range L
Fire Bolt 3d6 damage, 2d6 continuing damage until extinguished, Range S

Large, mounted crossbow.  While anyone could likely fire one, it is difficult to aim accurately without the proper skill (½ of the gunner’s Ranged attack).  With the Ballista skill, it is the same as their Ranged attack.  Normally all of the ship’s officers and petty officers are trained to use them.  The loader position can be unskilled, unless they are firing Fire Bolts (again roll 1d4 for each attempt, on 1, start a 2d6 fire that destroys the Ballista first).  Any hit on a Ballista destroys it.

Ram:
1,000 gp to add to a new Galley construction
Impact 6d8 damage

The ramming ship must move into Close range with momentum.  Requires at least 1 rd of movement towards the opposed ship.  The ramming Captain (must be an officer making the attempt) makes an opposed Sailing check against the Captain of the other vessel (DC 12 if the ship’s wheel isn’t manned).  If both ships are attempting to ram, whoever wins the check, rams the other.

If the ramming Captain fails, it takes 1 rd to turn around and another rd to build up speed for another attempt.  If the rammed ship has oars and the initiative in the encounter, they may call to retract oars to avoid their breaking by the ramming, otherwise, they are badly damaged.

Alchemist (Greek) Fire:
Crew (4 Specialists, trying to operate this weapon without the necessary skill will immediately set the ship on fire.)  (Not available for purchase)
Fire Blast 4d6 damage, 3d6 continuing damage until extinguished, Range C
Greek Fire requires twice the normal Damage Control crew to put out (4 people/1 SHP of damage).

To use this weapon, the ship must be within Close range, and the Captain must make a DC 12 Sailing check to maneuver upwind first.  The Chief Specialist then fires the weapon using their Alchemist Fire skill, (Int + Wis Bonuses)/2 + ½ level (Typically +5.) vs. the SAC of the target vessel.  The Captain must continue to make the Sailing check each rd for additional shots to be taken.  (The Specialists know to not fire into the wind.)

The Alchemist Fire furnace and bellows are highly specialized and regulated equipment, as well as the Greek Fire formula.  Commonwealth Naval Warships and Galleys are capable of being specially outfitted into Fire Ships.  The entire Fore Castle of the ship is taken up by the apparatus.  The Castle is reinforced (SAC 14, slows the ship down by ¼ movement), as a direct hit will blow up the ship.  (PC’s will have to cough up XP to survive the blast.)  Obviously, no Ram is attached to the bow either.  The Specialists and Officers are also ordered to destroy the equipment at all costs if the ship is in danger of being taken. 

There are no known Fire Ships in the area.  If a Commonwealth armada ever enters the Southland for action, they’ll bring over the materials and specialists to convert a few Southland Warships into Fire Ships.  Pirate Captain Hobart is currently attempting to acquire the ingredients and skills necessary to operate one.

Massed Arrows:
Regular bows, crossbows, and even heavy crossbows won’t damage a ship.  However, massed fire arrows, at least ten, that hit will do the equivalent of 1 SHP/10 fire arrows.  Must be within S range for such an attack.  Make one attack roll for the group (the rough average) vs the SAC.

For regular massed arrows against the crew, make one attack roll for the group (the rough average) vs the average Crew AC.  For a hit, kill 2d4 Crew.  For a miss, kill 1d2 Crew. 

Friday, August 14, 2015

Southland: Naval Combat-Ships

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


NAVAL COMBAT
[Wow, is this section misplaced.  It never occurred to me in making up the rules for Fantasy Core, I’d really need naval combat rules.  Hopefully, while not any sort of true simulation, these will be easy and dramatic to use.  This section will be linked to the main rules page.]


Ships
SHP-Ship Hit Points, SAC-Ship Armor Class

Rowboat:
SHP 1, SAC 13, Move (rowed) 1-1/2 miles/hr, 15 miles/day, Cost 50 gp
Emplacements: none
6’ life boat that holds up to four occupants.  Two people may work the two oars.

Longboat:
SHP 1, SAC 12, Move (rowed) 2 miles/hr, 20 miles/day, Cost 75 gp
Emplacements: none

12’ boat, usually kept aboard military and passenger ships.  Can hold up to 12 occupants (uncomfortably).  Up to eight can be rowing, working the four oars.    

Keelboat:
SHP 4, SAC 11, Move (wind-aided rowing) 1 mile/hr, 10 miles/day, Cost 3,000 gp
Emplacements: Up to 4 exposed Ballista (fore, aft, 2 mid) and 1 exposed Light Catapult (mid)

This 50- to 75-foot-long ship is 15 to 20 feet wide and has a few oars to supplement its single mast with a square sail. It has a crew of eight to fifteen and can carry 40 to 50 tons of cargo or 100 soldiers. It can make sea voyages, as well as sail down rivers (thanks to its flat bottom).

These ships ply the coastal waters along the eastern side of the continent, run by small independent companies.  They are usually armed with a couple of Ballista and perhaps a group of mercenaries (like the Player Characters), especially those running anywhere near the Bass Strait.  A few run the main rivers.  The Southland Navy maintains several fully armed keelboats as harbor interdiction vessels, also carrying a squad of Marines abroad (11).

Sailing Ship:
SHP 12, SAC 12, Move (sail) 2 miles/hr, 48 miles/day, Cost 10,000 gp
Emplacements: (8,000 gp each) 2 Castles (fore, aft SAC 13) and up to 4 exposed Ballista along the sides

This larger, seaworthy ship is 75 to 90 feet long and 20 feet wide and has a crew of 20. It can carry 150 tons of cargo. It has square sails on its two masts and can make sea voyages.

These are the vessels of inter-continental shipping.  Southland is a destination for homeland Commonwealth ships bringing various manufactured goods and passengers of all types.  It is a point of departure for ships loaded with gold, diamonds, Philosopher’s Stone, processed eucalyptus, and other valuable cargos from the Southland.  Southland is also a weigh-station for ships heading to and from the Oriental Empire.  Because of the dangers in the Southland waters, most of the ships carrying valuable cargo will attempt to convoy together, and with Navy vessels if possible.

The Commonwealth Navy extensively uses these vessels, fully armed (8 Ballista, 1 Light Catapult or 6 Ballista and 1 Heavy Catapult) and with at least a platoon of Marines (25).  The Southland fleet doesn’t have any sailing ships attached to it, but there are always several in the area and can be brought into operations quickly under the Admiral’s command. 

Sailing ships are also the main vessels of the Crossbones Pirate fleet.  They are also fully armed and swarming with pirate raiders (up to 50) for boarding operations.  Captain-Emperor Hobart’s flagship is the Manta.  She is a monster with 6 Ballista, 1 Light and 1 Heavy Catapult, and SHP 14 (SAC 11 though, weight had to be stripped to keep it moving at nominal sailing speed).

Warship:
SHP 12, SAC 12, Move (sailed and rowed) 2-1/2 miles/hr, 60 miles/day,
Cost 25,000 gp
Emplacements: (8,000 gp each) Ram, 2 Castles (fore, aft SAC 13), and up to 4 exposed Ballista along the sides

This 100-foot-long ship has a single mast, although oars can also propel it. It has a crew of 60 to 80 rowers.  These are often shackled prisoners, who volunteered in exchange for a shorter sentence.  In the event of the ship’s sinking, they’re probably going down with it, unless someone with the keys takes pity on them.  There are some poorly paid Commonwealth citizen rowers, who are obviously down on their luck.  These groups are kept segregated.

This ship can carry 160 soldiers, but not for long distances, since there isn’t room for supplies to support that many people. The warship cannot make sea voyages and sticks to the coast.  It is not used for cargo.

The Commonwealth Southland Naval fleet maintains a squadron of these vessels to patrol the continent’s coastline.  They have the full number of emplacements with 8 Ballista and 1 Light Catapult and a ram.  They normally carry a platoon of Marines (25).  The Crossbones have a couple of captured Warships in their fleet.  Their rowers are often unsuspecting individuals “press ganged” into service, then shackled to their station.    

Longship:
SHP 6, SAC 11, Move (sailed and rowed) 3 miles/hr, 72 miles/day,
Cost 10,000 gp
Emplacements: 1 exposed (SAC 11) Ballista fore ship, cannot fire to the rear

This 75-foot-long ship with forty oars requires a total crew of 50. It has a single mast and a square sail, and it can carry 50 tons of cargo or 120 soldiers. A longship can make sea voyages.

[Okay, honestly this vessel is a little out-of-place here.]  This ship can serve as a foreign cargo vessel, perhaps from the Hegemony (maybe carrying a load of Raiders **link**) or from the Oriental Empire.  These would be frequenting the Perth and Darwin ports.  The oars on these ships would be manned by shackled slaves.

Galley:
SHP 8, SAC 11, Move (rowed and sailed) 4 miles/hr, 96 miles/day,
Cost 30,000 gp
Emplacements: (8,000 gp each) Ram, 3 Castles (fore, aft, mid, SAC 13), up to 4 exposed Ballista along the sides

This three-masted ship has seventy oars on either side and requires a total crew of 200.  A galley is 130 feet long and 20 feet wide, and it can carry 150 tons of cargo or 250 soldiers. This ship cannot make sea voyages and sticks to the coast.

Several Southland intra-continental shipping companies use Galleys as their main transport, making runs between the eastern side to Perth or Darwin.  At most, they might have an Aft Castle with two Ballista, along with a small force of mercenaries (like the Player Characters, for example).  The oars are often manned by poorly paid Oriental “coolies.”  

The Commonwealth Southland Naval fleet maintains one Galley as a fleet flagship, HES Gallant.  She has the full number of emplacements with 8 total Ballista, 1 Light Catapult, and 1 Heavy Catapult.  She normally carries a company of Marines (50), and the ship has longboats for landing them for assault.  The Southland Admiral may also be aboard.  Pirate ships will normally run from the Gallant, when identified.  (HES is His Emperor’s Ship, of course.  Alternately, Her Empresses’ Ship.)  

Thursday, August 13, 2015

Southland: Colonial Defense-Commonwealth Navy

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


COLONIAL DEFENSE
There are several main groups providing defense for the Commonwealth colony in the Southland.


Commonwealth Navy
The Navy is the pride of the Commonwealth military.  They are the direct instrument of the Commonwealth’s world-spanning power.  This pride is palatable from the lowest deck hand seaman to the strutting, full feathered peacocks in the admiralty.  There is an espirit de corps here that no other service enjoys.  Because the officers must be experienced seamen before they can even apply to the Academy for a commission, they engender an unusual level of respect from the sailors.

The Commonwealth Navy rules the seas.  The Southland presents a challenge however.  As dangerous as interior travel is, the sea lanes are not much better.  Large monsters, Gillmen raiders, and pirates trawl about the entire continent.  The admiralty has often advocated an armada to go in and at least clean out the Crossbones pirate den in Tasmania.  So far, the Commonwealth Emperor has resisted, as the pirates have so far been kept in check with minimal losses, but more importantly, no one has been able to gauge the strength of the forces present on the island, especially the giant monsters.  It has also been suggested that there is some international politics involved.  As many of the Crossbones are technically Hegemony and Oriental Empire citizens, a large scale action might start a much larger war.  (And just to make things more complicated, their leader, Hobart, is a former well-connected Commonwealth nobleman.)         

Sailor
+1 Dex, +1 Wis
HD 1 (d8), Hp 4, AC 11 (None)
Fort +0, Ref +3, Wis +1
Melee: Cutlass (Short Sword) +1 to hit 1d6
Ranged: Light Crossbow +2 to hit 1d8, M

Sailing Skill +2 [(Int bonus + Wis bonus)/2 + 1/2 level]
Climb +2

Not strong warriors, but a ship doesn’t run without men.

Petty Officer
+1 Dex, +2 Wis, +1 Int, +1 Str
HD 5 (d8), Hp 20, AC 11 (None)
Fort +1, Ref +5, Wis +3
Melee: Cutlass (Short Sword) +6 to hit 1d6+1
Ranged: Light Crossbow +6 to hit 1d8, M

Sailing Skill +5
Climb +4
Intimidate (Physical) +4

Generally there’s one Petty Officer per 10 Sailors.  Somebody has to keep the Sailors in line.

Officer (Mate)
+2 Dex, +3 Wis, +1 Str, +1 Int, +1 Cha
HD 7 (d8), Hp 28, AC 14 (Leather, worn if expecting combat)
Fort +2, Ref +7, Wis +5
Melee: Long Sword +8 to hit 1d8+1
Ranged: Light Crossbow +9 to hit 1d8, M

Sailing Skill +6
Climb +6
Intimidate (Psychological) +5

Most large ships have three Mates (First, Second, Third).  A smaller vessel may have two.  Their primary duty is to man the wheel in nominal operations and to command the ship’s main weapons during combat, and to generally terrorize the rest of the crew.  Their job is to keep crew trouble from becoming an issue involving the Captain. 

Ship Captain
+2 Dex, +3 Wis, +1 Str, +2 Int, +2 Cha
HD 8 (d8), Hp 32, AC 14 (Leather, worn if expecting combat)
Fort +2, Ref +8, Wis +5
Melee: Long Sword +9 to hit 1d8+1
Ranged: Light Crossbow +10 to hit 1d8, M

Sailing Skill +6
Climb +6
Intimidate (Psychological) +6
Charm +7
Haggle +6

The Captain always mans the wheel in combat and in heavy weather.  (Admirals usually defer to the Captain if aboard.)  The Captain must also be the one to order corporal punishment to offending crewmen.  It’s a difficult job to balance the ship’s condition, the ship’s stores, keeping track of the weather, completing the mission, and to getting the most out of crew without driving them to mutiny.     The Captain is ultimately responsible for the ship and its crew.  There’s always a court martial after the loss of a ship.  Many Captains would prefer to go down with the ship than face the Admiralty in court. 

There is one admiral in the Southland, who is headquartered at the Sydney Naval Base.  He commands a squadron of warships dedicated to coastal defense and protecting shipping around the continent.  He can put any visiting warship, and indeed any Commonwealth vessel, in the Southland theater under his direct command if necessary.  Any larger scale action involving a full fleet would have to come from Commonwealth mainland and would have its own commander.

Wednesday, August 12, 2015

Southland: Alice Springs

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Alice Springs
“The Alice,” as it’s called by the locals is the most dangerous post in the Commonwealth.  This settlement was placed far inland, in the center of the continent, no where near any of the rest of the colonial settlements.  Further, it is smack in the middle of several pilgrimage and major living sites of the Humanoids (and worse monsters). 

Against all recommendations from those who knew the Outback, the Alice Springs outpost was established by the Emperor’s direct order.  The reasons for this haven’t been forthcoming, so speculation is rampant.  This is a military outpost.  The associated town is simply there to supply the troops.  There’s no industry, and the initial rumors of the gold in the area were a rouse to draw in more settlers.  However, many of the town’s rumors swirl around the possibility that there’s something even more valuable in the area. 

Alice Springs contains the largest garrison and is the most fortified position in the Southland.  It is attacked nightly and daily by Humanoid forces, like waves crashing on breakers.  The outpost is still standing only because the attacks are so disorganized.  (Indeed, the Humanoids have even been observed fighting one another for the right to be the next to attack.)  Most of the troops here are in the Frontier Service, along with a regiment of Regular Army (two battalions).  Rangers are continuously patrolling outside the outpost.  Marine units have also been dispatched, escorting deliveries to the fort and conducting raids from it.  This mix of services is usually volatile, but here, there’s no time for such nonsense. 

This area is viable farm and ranch land, something of a large oasis in the middle of the desert.  It has been developed out of necessity as re-supply of the outpost is only via a very long, dangerous treks from Brisbane and Adelaide.  The farmers and ranchers have learned to accept some losses, but they’re paid well by government contract.  There’s a host of other services needed that keep civilians well employed.  Adventurers and prospectors also straggle in in good numbers, looking for treasure in the area. 

Camels would be very useful in the Outback, but are hard to come by for the Commonwealth.  There is a small herd of them in Alice Springs.  They’re still in training for combat and not enough for a full company.  The most anticipated event of the year is the Camel Cup race conducted by the best jockeys in the force.  Even the Humanoids relent to watch and make bets amongst themselves. 

Tuesday, August 11, 2015

Southland: Darwin

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Darwin
Situated in a dense, but beautiful tropical region, Darwin was originally a Gold Rush outpost, but the large presence of Humanoids in the area quickly ran off most of the prospectors.  That would have been the end of it, but for the twin discoveries of large quantities Philosopher’s Stone and diamonds also in the area.  Commonwealth authorities, seeing the potential valuable of the deposits and wanting a solid northern stake to their continental claim, swiftly brought in a military force and formally established the outpost as the town of Darwin.

This town is still in the magical fallout zone and is thus in constant peril from Humanoid tribes.  It’s been overrun and destroyed twice.  However, its proximity to the Ranger Philosopher’s Stone Mine, the Argyle Diamond Mine, and even some gold deposits has always insured Darwin’s continued existence and human habitation.  The property is simply too valuable.  If the Humanoids could be convinced to engage in trade, the Commonwealth would be more than happy to simply pay whatever for their goods.  The Humanoid’s near mindless aggression combined with human greed has made this a continually volatile region.  

As is, the Hobgoblins, Goblins, and Orcs won’t be dislodged from their lairs with anything short of a full-scale military invasion, which the Commonwealth isn’t prepared to do.  Merchants have had to content themselves with raids and some quick, temporary mining operations that are inevitably destroyed.  Even the expense of the destruction and staffing at hazard pay prices is still easily offset by the wealth generated.

There are constant supply issues to Darwin.  The main overland route actually goes through Alice Springs, as the more direct path is far too dangerous.  The sea route has to go near the Great Barrier Reef and the Gillmen.  The need for men and materials in the town is insatiable.  The recurring Humanoid attacks make the position all the more tenuous.  Darwin always looks very temporary and on the verge of collapse, but somehow perseveres.       

This town has a significant population of workers from the Oriental Empire.  The bottomless need for near fearless laborers has ensured that the Commonwealth merchants aren’t going to be picky about where they come from.  More than a possible route to riches for the workers, this is actually part of an orchestrated policy by the Empire.  Leadership has determined that this town is the most exploitable (and valuable) weakness in the Commonwealth colony.  The next step in the plan is to introduce Imperial forces, brought in as mercenaries, to bolster the town’s security.  So far, the town leadership has rebuffed any foreign troop offers, as per Governor-General Bligh’s orders.  But, given the wealth involved in the area and the danger, it may just be a matter of time.

Monday, August 10, 2015

Southland: Perth

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Perth
This town was chartered for the sole purpose of exploiting the Kalgoorlie gold mines in the western end of the continent.  Perth is well outside the magical fallout zone.  The mines, however, aren’t and are infested with Orc clans.  They’re numerous, but highly undisciplined and can’t cover all of the multitude of holes, shafts, and chambers.  Cleaning them out would require an army and a long siege.  Intrepid mining companies from Perth, however, raid the mines, dig out what they can, and then retreat before being overrun.  It’s very dangerous, but very lucrative work for everyone involved. 

For a town on the almost literal edge of nowhere, Perth features several wealthy neighborhoods and mansions.  These aren’t just the mining company owners.  There are retired and semi-retired miners and mercenaries, who are living quite comfortably in town.  (And there are multitudes of bodies in the mines, of those who weren’t so lucky.)

The sheer distance from the Commonwealth and even the rest of the colony has insured that Perth is very self-sufficient.  There is no established overland route to Perth (no easy ones in any case).  It is frequented by trade ships, but the trip is dangerous.  With all the wealth flowing through the town, they can afford to import many expensive goods though.  They are quite cosmopolitan in tastes as they take in a large variety of goods from the Oriental Empire and the Hegemony.  

The Humanoids in the area are generally on the defensive and leave Perth alone.  There are occasional insect problems with the Drovers (Giant Ants) and the Swarmers (Giant Locusts), but never too serious.  There is an ongoing problem with Hegemony raiders, both overland and at sea.  The land raiders are quite vexing, as they just seem to melt into the Outback without a trace.

Friday, August 7, 2015

Southland: Brisbane and Adelaide

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Brisbane
Though originally chartered as a penal colony, the Brisbane site has been a good place for settlers.  Generally good land and long free of a Humanoid presence, the town has steadily grown in population, even without a gold rush.  Distance from Sydney and the other east coast cities is probably its main limiting factor.  The town is mainly famous for its large herds of sheep and not much else.  The perception is that of a “hick burg.” 

Gillman raiders have recently made several raids on Brisbane.  The destruction of the Cairns settlement has also placed the formerly peaceful town on alert.  The military presence there has been greatly enhanced.  Adventurers and mercenaries have found quick employment there as scouts and private security.

Adelaide
Established as another penal colony, Adelaide was testing the furthest retreat of the magical fallout from the Catastrophe.  While close to Humanoid populated lands, they generally leave it alone and instead focus on the easier targets of the smaller villages and outposts surrounding the town.  The overland route to Adelaide is tenuous and is often cut-off by Humanoid marauders.  The sea route is perilous, only accessible via the pirate-dominated Bass Strait.  (The town itself has been raided by the Crossbones from the sea.)  There is a good deal of riverboat traffic via the nearby Murray River, which is also pretty dangerous. 

Being so close to the main Humanoid “migration” route, the citizens are always a bit edgy, worried that these creatures might join forces for “The Big One,” a direct raid on the town.  With these constant threats, the residents of Adelaide are nothing if not extremely self-reliant.  The area is set on good farm and ranch land.  Those wanting sword work will find it here in spades.  Adelaide is also the gateway into the Outback for (foolhardy) adventurous types. 

   
While dangerously close to Lake Eyre and the other salt lakes which are Humanoid refuges, the Olympic Dam Philosopher’s Stone Mine is an important outpost, gathering this rare material.  The mine requires a steady stream of new miners and mercenary guards, usually from Adelaide.